v1.01 - preferences for window layout saved - snap to grid now works properly for multiple selected objects - improved visibility of primitives v1.02 - fixed crash when disconnecting joints - fixed joint springs defaulting to active when not checked in editor - fixed static joints not always working properly - fixed edit gizmos not working in certain views - made the edit tab page stats update more frequently v1.02.1 - fixed crash when using a root directory other than c:\\ v1.02.2 - fixed models not correctly matching positions in simulation - improved camera panning so all viewports move together v1.03 - Overhaul of scaling, objects now scale together accurately, including models. Object positions scale as well now - Major improvements to performance - fixed bug where scaling gizmo axises diddnt always line up correctly - fixed bugs in keyboard and mouse input code - Fixed camera control bugs, added vertical control with keys in perspective view - camera rotate with right mouse button, zoom with mouse wheel - can now toggle the wireframe debug render, improves performance - ignore the goup tab in the right hand panel, it is not finished v1.04 - Saving is really enabled this time - Added global rotate mode - Added option to save with Z-up axis - objects no longer de-selected when dragging viewports - Drag selection! Bliss! - Multiple selected objects properties can be set all at once, allows things like fine tuning of breakable values in a complex object - fixed crash when immediately clicking right mouse on a new viewport - Right mouse drag pans orthographic viewports - Fixed crash when loading a scene with lights in - Actors hilight blue when in "joint change actor" mode - Fixed crash when loading models that arent part of an actor - Fixed crash when copying or saving extremely large numbers of actors - Simulations are properly paced v1.05 - Added support for wavefront .obj models - Fixed Newton Convex hull collision - Fixed crash when loading a second collision hull - You can now use Ogre .mesh files for collision hulls - Added Self-Hull button, copies selected models as their own convex collision hull, and automatically positions and creates actor v1.05.1 - Actors tab now disabled when no actor is selected - Fixed a bug that caused chaotic behaviour in the windmill demo for Newton - Breakable joints added for Newton v1.06 - Center of mass can now be manually adjusted - Proper Center of mass is calculated if not manually set - Proper inertia and Center of Mass calculations for newton including compound objects - When a joint or center of mass gizmo is selected, its connected actor(s) change colour - Undo function - Fixed settings menu so all settings are now saved - Fixed crash when loading a phs file with missing models - Fixed bug when using joint re-attachment buttons - Created new example file to demonstrate center of mass v1.07 - fixed crash in the 3ds plugin - Scythe now generates optimised convex hulls based on an arbitrary mesh, rather than just storing the mesh as-is - Can now choose between OpenGL and DirectX if you are having rendering problems - Proper installer, and cleaner builds - Many error and crash fixes v1.08 - Fixed environment options crash - Fixed bug with Root dir selection - fixed bugs in center of mass checkbox, fixed multiple object setting, and allowed for undo - Brightened the scene lighting a bit, added wireframe modes, improved model transparency - Fixed bugs in the position and scale settings in the edit tab - gizmos are now more centrally positioned in a group of selected objects - added stencil shadows setting - added static gizmos setting, so gizmos are always in camera view - Fixed bug with movemode acting up when at certain camera angles - added utility buttons to select attached joints and to chain select connected actors - The origin is marked, so you now know where 0,0,0 is - Used a proper treeview for the model loading panel v1.09 [fileformat update 1.3] - Can now name actors and joints - Added hierarchy treeview of entire scene, allowing for improved overview and organisation, and easier selecting - Fixed viewport bug when switching from an orthographic view to a perspective view - Edit tab now has an icon - Added support for pre-cooked collision meshes - Added some more actor and primitive properties - Fixed the joint iterations setting being permanently disabled - Fixed crash when toggling viewport grid - scale gizmo now rotates properly with the objects - Simulation now shows performance data in top left corner when running - Fixed bug where a number of settings were involuntarily mass-set when a group of objects were simply selected - Moved the maxIterations setting from joints panel to actors panel - Fixed crash when trying to simulate a jointed actor with no primitives - You can now set the simulation skin width - In Newton, setting the mass for a compound object it was being calculated as mass*num_Primitives, it is now fixed so mass = mass of combined primitives - Added a chm manual to the docs folder v1.10 [fileformat update 1.4] - Added global CFM and ERP for ODE - Added invert-axis option for mouse camera rotation in environment options - fixed bug with mesh primitives being rendered at incorrect scales - Added advanced toolbar for setting convex hull generation parameters - Mesh-type collision primitives can now be scaled, and the model->selfHull button will accordingly match scale - Fixed accuracy of click-tracing on physics meshes - Fixed crash when pressing "detach from actor" button. Somebody should tell me next time. - Fixed crash in ODE when actor has 0 mass - More of the object properties will be enabled when more than one of the object type is selected - Added functionality to change the type of a selected primitive or joint, without changing anything else or unlinking etc. eg to turn a box into a sphere. - Improved the lighting v1.11 - Fixed crash when saving/loading certain scenes with a Z-up axis - Added some (fixed) keyboard shortcuts - Linear Snap now works as if it is double when scaling (but not moving). This should be more helpfull for lining things up. - Fixed scaling rates of models at higher scene scale - Reduced sensitivity of camera controls, and size of joints, to allow for working at smaller, more appropriate zoom levels. - Fixed inverted camera scrolling when camera was pointing upwards. - Added Joint limits support for hinges and balljoints - Objects in the hierarchy list are now highlighted in bold when the object is selected - Objects are automatically selected when created - The new Ogre 1.4 mesh format can now be loaded v1.12 --- Added automatic convex hull decomposition. A concave mesh can have an accurate hull made out of convex meshes. v1.13 --- Added character mode. Skeletal meshes can be loaded and used to make ragdolls, and to attach physics objects and models to characters. v1.14 - phs files no longer have to be saved in the root directory. The root directory can be set to the root of your game media for example, and you can have a folder within that for phs files, another for models etc. - Loading and saving phs files no longer changes the root path, you can save anywhere within the root. - You can now attempt to change the root path for an existing scene, Scythe will attempt to modify all relative file paths. Use with care. - API now has functions for setting up ragdolls in a desired initial pose. - Fixed crashes in .3ds and .obj loader plugins - Fixed crashes when clicking "Load Collision Mesh" without valid file selected - API no longer stores your physics objects, instead insert(...) returns a class that contains every object created. More control is given to the user, and bodies are encapsulated into groups to represent separate physical entities. - API now has a destroy object function - Convex hulls can now be generated for models with more than one submesh v1.15 -Fixed crash when resizing viewports -Stopped camera from flipping when over-tilted -PhysX plugin updated to 2.8.0. Make sure to delete all old .bin files v1.16 -can now "self-hull" all selected models at once